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Occlusion shader for Unity. Can be used for mobile AR Occlusion
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| Shader "Custom/MobileOcclusion" | |
| { | |
| SubShader { | |
| Tags { "Queue"="Geometry-1" "RenderType"="Opaque" } | |
| Pass { | |
| ZWrite On | |
| ZTest LEqual | |
| ColorMask 0 | |
| CGPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| #include "UnityCG.cginc" | |
| struct appdata | |
| { | |
| float4 vertex : POSITION; | |
| }; | |
| struct v2f | |
| { | |
| float4 position : SV_POSITION; | |
| }; | |
| v2f vert (appdata input) | |
| { | |
| v2f output; | |
| output.position = UnityObjectToClipPos(input.vertex); | |
| return output; | |
| } | |
| fixed4 frag (v2f input) : SV_Target | |
| { | |
| return fixed4(0.5, 0.3, 0.0, 1.0); | |
| } | |
| ENDCG | |
| } | |
| } | |
| } |
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